﻿// Copyright (c) 2012, Alexander Endris
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
// 
// THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

using System.Speech.Synthesis;
using System.Threading;

namespace JungleTimer.Windows
{
  public static class Speech
  {
    private static SpeechSynthesizer speech;
    private static object locker;

    static Speech()
    {
      speech = new SpeechSynthesizer();
      locker = new object();
    }

    public static void SetVolume(int volume)
    {
      if (volume < 0 || volume > 100)
        return;

      lock(locker)
        speech.Volume = volume;
    }

    public static void Announce(string text)
    {
      new Thread(() => Speak(text)).Start();
    }

    private static void Speak(string text)
    {
      lock (locker)
        speech.Speak(text);
    }
  }
}